VelNet-Unity/Runtime/VelNetManager.cs

993 lines
25 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using System.Net;
using UnityEngine.SceneManagement;
using System.IO;
namespace VelNet
{
[AddComponentMenu("VelNet/VelNet Manager")]
public class VelNetManager : MonoBehaviour
{
public enum MessageSendType
{
MESSAGE_OTHERS_ORDERED = 7,
MESSAGE_ALL_ORDERED = 8,
MESSAGE_LOGIN = 0,
MESSAGE_GETROOMS = 1,
MESSAGE_JOINROOM = 2,
MESSAGE_OTHERS = 3,
MESSAGE_ALL = 4,
MESSAGE_GROUP = 5,
MESSAGE_SETGROUP = 6
};
public enum MessageType : byte
{
ObjectSync,
TakeOwnership,
Instantiate,
Destroy,
DeleteSceneObjects,
Custom
}
public string host;
public int port;
public static VelNetManager instance;
private TcpClient socketConnection;
private Socket udpSocket;
public bool udpConnected;
private IPEndPoint RemoteEndPoint;
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
#region Callbacks
/// <summary>
/// We just joined a room
/// string - the room name
/// </summary>
public static Action<string> OnJoinedRoom;
/// <summary>
/// We just left a room
/// string - the room name we left
/// </summary>
public static Action<string> OnLeftRoom;
/// <summary>
/// Somebody else just joined our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerJoined;
/// <summary>
/// Somebody else just left our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action OnLoggedIn;
public static Action<RoomsMessage> RoomsReceived;
public static Action<Message> MessageReceived;
public static Action<int, byte[]> CustomMessageReceived;
#endregion
public bool connected;
public List<NetworkObject> prefabs = new List<NetworkObject>();
public NetworkObject[] sceneObjects;
public List<string> deletedSceneObjects = new List<string>();
/// <summary>
/// Maintains a list of all known objects on the server (ones that have ids)
/// </summary>
public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>();
/// <summary>
/// Maintains a list of all known groups on the server
/// </summary>
public readonly Dictionary<string, List<int>> groups = new Dictionary<string, List<int>>();
private VelNetPlayer masterPlayer;
public static VelNetPlayer LocalPlayer => instance != null ? instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault() : null;
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
public static string Room => LocalPlayer?.room;
/// <summary>
/// The player count in this room.
/// -1 if not in a room.
/// </summary>
public static int PlayerCount => instance.players.Count;
/// <summary>
/// The player count in all rooms.
/// Will include players connected to the server but not in a room?
/// </summary>
public static int PlayerCountInAllRooms => PlayerCount; // TODO hook up to actual player count
public static bool IsConnected => instance != null && instance.connected && instance.udpConnected;
//this is for sending udp packets
private static readonly byte[] toSend = new byte[1024];
// Use this for initialization
public abstract class Message
{
}
public class ListedRoom
{
public string name;
public int numUsers;
public override string ToString()
{
return "Room Name: " + name + "\tUsers: " + numUsers;
}
}
public class LoginMessage : Message
{
public int userId;
}
public class RoomsMessage : Message
{
public List<ListedRoom> rooms;
public override string ToString()
{
return string.Join("\n", rooms);
}
}
public class JoinMessage : Message
{
public int userId;
public string room;
}
public class DataMessage : Message
{
public int senderId;
public byte[] data;
}
public class ChangeMasterMessage : Message
{
public int masterId;
}
public class ConnectedMessage : Message
{
}
public readonly List<Message> receivedMessages = new List<Message>();
private void Awake()
{
if (instance != null)
{
Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
}
instance = this;
SceneManager.sceneLoaded += (scene, mode) =>
{
// add all local network objects
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
};
}
private void Start()
{
ConnectToTcpServer();
}
private void AddMessage(Message m)
{
lock (receivedMessages)
{
//Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
try
{
MessageReceived?.Invoke(m);
}
catch (Exception e)
{
Debug.LogError(e);
}
}
private void Update()
{
lock (receivedMessages)
{
//the main thread, which can do Unity stuff
foreach (Message m in receivedMessages)
{
switch (m)
{
case ConnectedMessage msg:
{
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case LoginMessage lm:
{
userid = lm.userId;
Debug.Log("Joined server " + userid);
try
{
OnLoggedIn?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
//start the udp thread
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.Start();
break;
}
case RoomsMessage rm:
{
Debug.Log("Got Rooms Message:\n" + rm);
try
{
RoomsReceived?.Invoke(rm);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case JoinMessage jm:
{
if (userid == jm.userId) //this is us
{
string oldRoom = LocalPlayer?.room;
// we clear the list, but will recreate as we get messages from people in our room
players.Clear();
masterPlayer = null;
if (jm.room != "")
{
VelNetPlayer player = new VelNetPlayer
{
isLocal = true,
userid = jm.userId,
room = jm.room
};
players.Add(userid, player);
try
{
OnJoinedRoom?.Invoke(jm.room);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
// we just left a room
else
{
// delete all networkobjects that aren't sceneobjects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(NetworkDestroy);
// then remove references to the ones that are left
objects.Clear();
// empty all the groups
foreach (string group in instance.groups.Keys)
{
SetupMessageGroup(group, new List<int>());
}
instance.groups.Clear();
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
}
else
{
VelNetPlayer me = players[userid];
if (me.room != jm.room)
{
// we got a left message, kill it
// change ownership of all objects to master
List<string> deleteObjects = new List<string>();
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == players[jm.userId]) // the owner is the player that left
{
// if this object has locked ownership, delete it
if (kvp.Value.ownershipLocked)
{
deleteObjects.Add(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
TakeOwnership(kvp.Key);
}
// the master player left, so everyone should set the owner null (we should get a new master shortly)
else if (players[jm.userId] == masterPlayer)
{
kvp.Value.owner = null;
}
}
}
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
VelNetPlayer leftPlayer = players[jm.userId];
players.Remove(jm.userId);
try
{
OnPlayerLeft?.Invoke(leftPlayer);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
else
{
// we got a join message, create it
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = jm.room,
userid = jm.userId
};
players.Add(jm.userId, player);
try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
}
break;
}
case DataMessage dm:
{
if (players.ContainsKey(dm.senderId))
{
players[dm.senderId]?.HandleMessage(dm);
}
else
{
Debug.LogError("Received message from player that doesn't exist ");
}
break;
}
case ChangeMasterMessage cm:
{
if (masterPlayer == null)
{
masterPlayer = players[cm.masterId];
// no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
{
if (sceneObjects[i].sceneNetworkId == 0)
{
Debug.LogError("Scene Network ID is 0. Make sure to assign one first.", sceneObjects[i]);
}
sceneObjects[i].networkId = -1 + "-" + sceneObjects[i].sceneNetworkId;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
if (objects.ContainsKey(sceneObjects[i].networkId))
{
Debug.LogError($"Duplicate NetworkID: {sceneObjects[i].networkId} {sceneObjects[i].name} {objects[sceneObjects[i].networkId]}");
}
else
{
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
}
}
else
{
masterPlayer = players[cm.masterId];
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
kvp.Value.owner ??= masterPlayer;
}
break;
}
}
//MessageReceived?.Invoke(m);
}
receivedMessages.Clear();
}
}
private void OnApplicationQuit()
{
socketConnection?.Close();
clientReceiveThreadUDP?.Abort();
clientReceiveThread?.Abort();
}
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(ListenForData);
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private static byte[] ReadExact(Stream stream, int N)
{
byte[] toReturn = new byte[N];
int numRead = 0;
int numLeft = N;
while (numLeft > 0)
{
numRead += stream.Read(toReturn, numRead, numLeft);
numLeft = N - numRead;
}
return toReturn;
}
private static int GetIntFromBytes(byte[] bytes)
{
return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
}
private void ListenForData()
{
connected = true;
try
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
// Get a stream object for reading
NetworkStream stream = socketConnection.GetStream();
using BinaryReader reader = new BinaryReader(stream);
//now we are connected, so add a message to the queue
AddMessage(new ConnectedMessage());
while (true)
{
//read a byte
MessageSendType type = (MessageSendType)stream.ReadByte();
switch (type)
{
//login
case MessageSendType.MESSAGE_LOGIN:
{
LoginMessage m = new LoginMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
AddMessage(m);
break;
}
//rooms
case MessageSendType.MESSAGE_GETROOMS:
{
RoomsMessage m = new RoomsMessage();
m.rooms = new List<ListedRoom>();
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
byte[] utf8data = ReadExact(stream, N);
string roomMessage = Encoding.UTF8.GetString(utf8data);
string[] sections = roomMessage.Split(',');
foreach (string s in sections)
{
string[] pieces = s.Split(':');
if (pieces.Length == 2)
{
ListedRoom lr = new ListedRoom();
lr.name = pieces[0];
lr.numUsers = int.Parse(pieces[1]);
m.rooms.Add(lr);
}
}
AddMessage(m);
break;
}
//joined
case MessageSendType.MESSAGE_JOINROOM:
{
JoinMessage m = new JoinMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4));
int N = stream.ReadByte();
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
m.room = Encoding.UTF8.GetString(utf8data);
AddMessage(m);
break;
}
//data
case MessageSendType.MESSAGE_OTHERS:
// case MessageSendType.MESSAGE_OTHERS_ORDERED:
// case MessageSendType.MESSAGE_ALL:
// case MessageSendType.MESSAGE_ALL_ORDERED:
{
DataMessage m = new DataMessage();
m.senderId = GetIntFromBytes(ReadExact(stream, 4));
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
m.data = ReadExact(stream, N); //the message
AddMessage(m);
break;
}
//new master
case MessageSendType.MESSAGE_ALL:
{
ChangeMasterMessage m = new ChangeMasterMessage();
m.masterId = GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
AddMessage(m);
break;
}
}
}
}
catch (Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
connected = false;
}
private void ListenForDataUDP()
{
//I don't yet have a UDP connection
try
{
IPAddress[] addresses = Dns.GetHostAddresses(host);
Debug.Assert(addresses.Length > 0);
RemoteEndPoint = new IPEndPoint(addresses[0], port);
udpSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp);
udpConnected = false;
byte[] buffer = new byte[1024];
while (true)
{
buffer[0] = 0;
Array.Copy(get_be_bytes(userid), 0, buffer, 1, 4);
udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
if (udpSocket.Available == 0)
{
Thread.Sleep(100);
Debug.Log("Waiting for UDP response");
}
else
{
break;
}
}
udpConnected = true;
while (true)
{
int numReceived = udpSocket.Receive(buffer);
switch (buffer[0])
{
case 0:
Debug.Log("UDP connected");
break;
case 3:
{
DataMessage m = new DataMessage();
//we should get the sender address
byte[] senderBytes = new byte[4];
Array.Copy(buffer, 1, senderBytes, 0, 4);
m.senderId = GetIntFromBytes(senderBytes);
byte[] messageBytes = new byte[numReceived - 5];
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
m.data = messageBytes;
AddMessage(m);
break;
}
}
}
}
catch (Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
private static void SendUdpMessage(byte[] message, int N)
{
if (instance.udpSocket == null || !instance.udpConnected)
{
return;
}
instance.udpSocket.SendTo(message, N, SocketFlags.None, instance.RemoteEndPoint);
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private static void SendTcpMessage(byte[] message) //we can assume that this message is already formatted, so we just send it
{
// Debug.Log("Sent: " + clientMessage);
if (instance.socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = instance.socketConnection.GetStream();
if (stream.CanWrite)
{
stream.Write(message, 0, message.Length);
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
public static byte[] get_be_bytes(int n)
{
return BitConverter.GetBytes(n).Reverse().ToArray();
}
/// <summary>
/// Connects to the server with a username
/// </summary>
public static void Login(string username, string password)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] uB = Encoding.UTF8.GetBytes(username);
byte[] pB = Encoding.UTF8.GetBytes(password);
writer.Write((byte)MessageSendType.MESSAGE_LOGIN);
writer.Write((byte)uB.Length);
writer.Write(uB);
writer.Write((byte)pB.Length);
writer.Write(pB);
SendTcpMessage(stream.ToArray());
}
public static void GetRooms()
{
SendTcpMessage(new byte[] { 1 }); //very simple message
}
/// <summary>
/// Joins a room by name
/// </summary>
/// <param name="roomname">The name of the room to join</param>
public static void Join(string roomname)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(roomname);
writer.Write((byte)MessageSendType.MESSAGE_JOINROOM);
writer.Write((byte)R.Length);
writer.Write(R);
SendTcpMessage(stream.ToArray());
}
/// <summary>
/// Leaves a room if we're in one
/// </summary>
public static void Leave()
{
if (InRoom)
{
Join(""); //super secret way to leave
}
}
public static void SendCustomMessage(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToRoom(mem.ToArray(), include_self, reliable, ordered);
}
public static void SendCustomMessageToGroup(string group, byte[] message,bool reliable = true)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToGroup(group, mem.ToArray(), reliable);
}
internal static void SendToRoom(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
byte sendType = (byte)MessageSendType.MESSAGE_OTHERS;
if (include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_ALL_ORDERED;
if (include_self && !ordered) sendType = (byte)MessageSendType.MESSAGE_ALL;
if (!include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_OTHERS_ORDERED;
if (reliable)
{
MemoryStream mem = new MemoryStream();
BinaryWriter writer = new BinaryWriter(mem);
writer.Write(sendType);
writer.Write(get_be_bytes(message.Length));
writer.Write(message);
SendTcpMessage(mem.ToArray());
}
else
{
//udp message needs the type
toSend[0] = sendType; //we don't
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
Array.Copy(message, 0, toSend, 5, message.Length);
SendUdpMessage(toSend, message.Length + 5); //shouldn't be over 1024...
}
}
internal static void SendToGroup(string group, byte[] message, bool reliable = true)
{
byte[] utf8bytes = Encoding.UTF8.GetBytes(group);
if (reliable)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
writer.Write((byte)MessageSendType.MESSAGE_GROUP);
writer.Write(get_be_bytes(message.Length));
writer.Write(message);
writer.Write((byte)utf8bytes.Length);
writer.Write(utf8bytes);
SendTcpMessage(stream.ToArray());
}
else
{
toSend[0] = (byte)MessageSendType.MESSAGE_GROUP;
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
//also need to send the group
toSend[5] = (byte)utf8bytes.Length;
Array.Copy(utf8bytes, 0, toSend, 6, utf8bytes.Length);
Array.Copy(message, 0, toSend, 6 + utf8bytes.Length, message.Length);
SendUdpMessage(toSend, 6 + utf8bytes.Length + message.Length);
}
}
/// <summary>
/// changes the designated group that sendto(4) will go to
/// </summary>
public static void SetupMessageGroup(string groupname, List<int> client_ids)
{
if (client_ids.Count > 0)
{
instance.groups[groupname] = client_ids.ToList();
}
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(groupname);
writer.Write((byte)6);
writer.Write((byte)R.Length);
writer.Write(R);
writer.Write(get_be_bytes(client_ids.Count * 4));
for (int i = 0; i < client_ids.Count; i++)
{
writer.Write(get_be_bytes(client_ids[i]));
}
SendTcpMessage(stream.ToArray());
}
public static NetworkObject InstantiateNetworkObject(string prefabName)
{
VelNetPlayer localPlayer = LocalPlayer;
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
if (prefab == null)
{
Debug.LogError("Couldn't find a prefab with that name: " + prefabName);
return null;
}
string networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++;
if (instance.objects.ContainsKey(networkId))
{
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
return null;
}
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = networkId;
newObject.prefabName = prefabName;
newObject.owner = localPlayer;
instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Instantiate);
writer.Write(newObject.networkId);
writer.Write(prefabName);
SendToRoom(mem.ToArray(), include_self:false, reliable:true);
return newObject;
}
public static void SomebodyInstantiatedNetworkObject(string networkId, string prefabName, VelNetPlayer owner)
{
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
if (prefab == null) return;
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = networkId;
newObject.prefabName = prefabName;
newObject.owner = owner;
instance.objects.Add(newObject.networkId, newObject);
}
public static void NetworkDestroy(NetworkObject obj)
{
NetworkDestroy(obj.networkId);
}
public static void NetworkDestroy(string networkId)
{
if (!instance.objects.ContainsKey(networkId)) return;
NetworkObject obj = instance.objects[networkId];
if (obj == null)
{
instance.objects.Remove(networkId);
return;
}
if (obj.isSceneObject)
{
instance.deletedSceneObjects.Add(networkId);
}
Destroy(obj.gameObject);
instance.objects.Remove(networkId);
}
/// <summary>
/// Takes local ownership of an object by id.
/// </summary>
/// <param name="networkId">Network ID of the object to transfer</param>
/// <returns>True if successfully transferred, False if transfer message not sent</returns>
public static bool TakeOwnership(string networkId)
{
// local player must exist
if (LocalPlayer == null)
{
Debug.LogError("Can't take ownership. No local player.");
return false;
}
// obj must exist
if (!instance.objects.ContainsKey(networkId))
{
Debug.LogError("Can't take ownership. Object with that network id doesn't exist.");
return false;
}
// if the ownership is locked, fail
if (instance.objects[networkId].ownershipLocked)
{
Debug.LogError("Can't take ownership. Ownership for this object is locked.");
return false;
}
// immediately successful
instance.objects[networkId].owner = LocalPlayer;
// must be ordered, so that ownership transfers are not confused.
// Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.TakeOwnership);
writer.Write(networkId);
SendToRoom(mem.ToArray(), false, true);
return true;
}
}
}